"Taking one's chances is like taking a bath, because sometimes, you end up feeling comfortable and warm, and sometimes, there is something terrible lurking around that you cannot see until it is too late, and you can do nothing else but scream and cling to a plastic duck." -Lemony Snicket The Slippery Slope

That reminds me. I never rolled a save for Drowned One 10. 1d20=14...And he saves! Thanks .

Ongoing damage effect someone at the start of his turn. Save can only be made at the end of your turn, so Drowned One 10 should die even before he can save, no? I see nothing in his stats that allow him a save before the end of his next turn.

Ongoing damage effect someone at the start of his turn. Save can only be made at the end of your turn, so Drowned One 10 should die even before he can save, no? I see nothing in his stats that allow him a save before the end of his next turn.

OOC:

DO 10 was given the OG5 condition during his turn, so the damage is not applied until the beginning of his next turn. All saves are normally made at the end of a creature's turn. DO's are no exception to this as far as I know. Right? So the DO saves at the end of his turn before he takes damage at the beginning of his next turn.

"Taking one's chances is like taking a bath, because sometimes, you end up feeling comfortable and warm, and sometimes, there is something terrible lurking around that you cannot see until it is too late, and you can do nothing else but scream and cling to a plastic duck." -Lemony Snicket The Slippery Slope

That reminds me. I never rolled a save for Drowned One 10. 1d20=14...And he saves! Thanks .

OOC:

I already rolled for it in my actions to save you the trouble, though I suppose you could overrule my roll.

He does get a save because events happened in the following order:

*Drowned One 10 started his turn.
*Drowned One 10 hit Dante.
*Dante's Counterstrike Armor gave him 5 ongoing damage, which you take at the start of his turn, meaning no damage yet.
*At the end of his turn, Drowned One rolls a save against the ongoing damage. If he makes it, it's gone before it can affect him. If he fails, at the start of his next turn, he dies.

"Taking one's chances is like taking a bath, because sometimes, you end up feeling comfortable and warm, and sometimes, there is something terrible lurking around that you cannot see until it is too late, and you can do nothing else but scream and cling to a plastic duck." -Lemony Snicket The Slippery Slope

Broken bits of disintegrated bodies begin littering the water's surface at the base of The Beacon as the adventurers fend off the first wave of undead beasts that threaten to overrun her.

Insight DC 15

As the boats get closer, you notice that the boats have lanterns on their prow, and from their light you can estimate that there are five boats, and multiplying by capacity, subtracting the dead, you estimate that there are about 48 drowned ones left.

DC 23 on same roll

You notice that the furthest lantern seems to be hanging about 30 feet over the water. You find that odd.

DC 28 on the same roll

The fifth boat is actually a rather large, frigate-sized vessel.

The struggle seems pointless though. Just as the first handful of the hideous things plunge to their second death, even more climb The Beacon's hull to take their place. Their cries and threats are deep and guttural.

History or Dungeoneering DC 20

They are speaking Deep Speech.

Max quickly becomes surrounded as an entire team of the creatures scramble up the hull and over the bow.

Auntie Mab manages to dispatch one of the dread things attempting to swim around and flank from behind. She just barely manages to scamper out of sight again as one more pokes its head up over the deck rail.

Draglin and Gloom are not so lucky. Both are hit with bolts of psychic energy that cause their faces to distort with boils much like those on Virgil's skin. Two deckhands flee in terror only to be gutted and thrown overboard by their neighboring undead beasts. Max himself vomits blood a the sight of Gloom's disfigured face, and when Gloom and Draglin, turning toward each other, realize what has happened, they both follow suit.

Perception or Insight DC 20 (taking 10 is OK)

You notice that a breeze is beginning to blow across the deck.

DC 27

You notice that the breeze increased in strength when the deckhands died.

More undead pour over the rail to the south, threatening to flank Dante and Jahred. Both suffer minor wounds from their assailants' attacks.

Drowned Ones:
Too Numerous to list all:
Drowned One at P,3: Must recharge his Erie Transfiguration
Drowned One at M,-2: Must recharge his Erie Transfiguration

(refer to map)

OOC:

I've provided 3 maps of the same round just so that you can examine coordinates more accurately. This is actually easier htan rehashing them for the DO's in the Status block. Hope they help

Maps

Wide View Map

Battlemap

Melee Closeup Map

Enemy Stats

x28(That you can see)

Concerning NPCs

The Beacon is running on a light crew. There are 6 men in the hold trying to get oars out and unbeach the ship. While they work, Jahred can only spare 7 more men to fight (3 of whom just died).

Each round, one of you may direct a single action from one NPC that has not yet performed an action during that round (this includes Jahred). This will be done on a first-come-first-serve basis. Ninja'd posts will need to be discussed among the players.

NPC Stats

X4

Terrain

The squares immediately adjacent to the masts (O,-6 to P,-5) are difficult terrain

The rails that bound the deck require a DC 30 strength check to break if want to push an enemy overboard from a square on the deck

To climb the rails takes 2 squares of movement

Falling into the water deals 10 points of damage (20 feet into water)

Jumping into the water only deals damage on a failed Athletics/Acrobatics check DC 20

Once in the water, you are swimming (PHB rules)

You may climb the rigging (PHB climbing), but please specify your elevation at the end of your move.

OOC:

The skill checks that are dispersed throughout the fluff require no action. Please do not ignore them. Information you get there could affect what actions you take next.

I actually counted on this level of complexity, but again, I'm not beyond mistakes. If you see anything glaring, I will retcon to correct it, but if it becomes too cumbersome to correct, I might just ask your forgiveness and permission to move on .

"Taking one's chances is like taking a bath, because sometimes, you end up feeling comfortable and warm, and sometimes, there is something terrible lurking around that you cannot see until it is too late, and you can do nothing else but scream and cling to a plastic duck." -Lemony Snicket The Slippery Slope

My face! How will people recognize me a a knight now?!? Draglin cries. Cowards! Have you no shame! I shall smite thee with my blades! he says, smiting the monster on his left, but missing the one on his right.

Dante's chain is a blur, slicing through three of the undead as they scramble onto the deck. With a moment of respite, he looks around grimly at the hordes spilling off the boats and coming towards them.

"These ones fall easily enough, but there are too many to count," he says to no one in particular. "Let us hope whatever is commanding them does not attack once they have worn us down..."

OOC:

Quick Action Summary: Killed S1, Q0, P-1. Dante shifted left one and got +1 AC/Ref, Virgil shifted down-right one.
Edit: There was nothing else in reach that was alive, so Ruffling Sting had no valid targets. I changed that to a shift.

Max fights back. First by swinging his sword at the last foe that hit him. The attack decapitates it, body and head hit the ground at the same time. He then takes a breath in order to refocus, then swings at another, dropping it as well. Max then looks for another. Spotting it
he swings in a chopping motion. The sword splits the drowned one in two. The warlord scans the area looking for more. Come'n Come'n! Who's ready! WHO"S READY!

*Action Surge Feat: +3 bonus to attack rolls when spending an AP
*Leand Meat Feat +1 bonus to ally attack rolls for any power granted by a warlord power
*Armored Warlord Feat: +1 to amount of healing surges
*Improved Bravura Feat: When an ally uses Max Bravura Presence, that ally gains either a +1 bonus to the attack roll or a +1 bonus to speed for the move action (ally's choice)
*Stubborn Survivor Feat: +2 bonus to all saving throws when Max has no AP.
*Belt of Vigor: +1 bonus to healing surge value
*Bracers of Mighty Strike: +2 Damage bonus when using a basic melee attack
*Circlet of Indomitability: +1 to Will
*Badge of the Berserker: When Max charges he doesn't provoke OA's

Spending an AP in the Presence of Max: Please Read

Battlefront Leader Power

Any ally within three squares of max can shift 1/2 movement speed as a free action.

Bravura Presence

When an ally Max sees spends an action point to take another action to use it as an attack, the ally can choose to take advantage of this feature before the attack roll.

If the ally chooses to do so and the attack hits, then the ally can choose to do the following after the AP action:
* make a basic attack +1 to hit (due to feat: improved bravura)
or
* make a move action as a free action +1 added to ally's speed for movement (due to feat: improved bravura)

"Taking one's chances is like taking a bath, because sometimes, you end up feeling comfortable and warm, and sometimes, there is something terrible lurking around that you cannot see until it is too late, and you can do nothing else but scream and cling to a plastic duck." -Lemony Snicket The Slippery Slope